1
0

noise.h 30 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734
  1. /*
  2. * Copyright (c), Recep Aslantas.
  3. *
  4. * MIT License (MIT), http://opensource.org/licenses/MIT
  5. * Full license can be found in the LICENSE file
  6. *
  7. * Based on the work of Stefan Gustavson and Ashima Arts on "webgl-noise":
  8. * https://github.com/stegu/webgl-noise
  9. * Following Stefan Gustavson's paper "Simplex noise demystified":
  10. * http://www.itn.liu.se/~stegu/simplexnoise/simplexnoise.pdf
  11. *
  12. * Implementation based on glm::perlin function:
  13. * https://github.com/g-truc/glm/blob/master/glm/gtc/noise.inl
  14. */
  15. #ifndef cglm_noise_h
  16. #define cglm_noise_h
  17. #include "vec4.h"
  18. #include "vec4-ext.h"
  19. #include "vec3.h"
  20. #include "vec3-ext.h"
  21. #include "vec2.h"
  22. #include "vec2-ext.h"
  23. #define glm__noiseDetail_mod289(x) (x - floorf(x * (1.0f / 289.0f)) * 289.0f)
  24. /* glm__noiseDetail_permute(vec4 x, vec4 dest) */
  25. #define glm__noiseDetail_permute(x, dest) { \
  26. dest[0] = glm__noiseDetail_mod289((x[0] * 34.0f + 1.0f) * x[0]); \
  27. dest[1] = glm__noiseDetail_mod289((x[1] * 34.0f + 1.0f) * x[1]); \
  28. dest[2] = glm__noiseDetail_mod289((x[2] * 34.0f + 1.0f) * x[2]); \
  29. dest[3] = glm__noiseDetail_mod289((x[3] * 34.0f + 1.0f) * x[3]); \
  30. }
  31. /* glm__noiseDetail_fade_vec4(vec4 t, vec4 dest) */
  32. #define glm__noiseDetail_fade_vec4(t, dest) { \
  33. /* dest = (t * t * t) * (t * (t * 6.0f - 15.0f) + 10.0f) */ \
  34. vec4 temp; \
  35. glm_vec4_mul(t, t, temp); \
  36. glm_vec4_mul(temp, t, temp); \
  37. /* dest = (t * (t * 6.0f - 15.0f) + 10.0f) */ \
  38. glm_vec4_scale(t, 6.0f, dest); \
  39. glm_vec4_subs(dest, 15.0f, dest); \
  40. glm_vec4_mul(t, dest, dest); \
  41. glm_vec4_adds(dest, 10.0f, dest); \
  42. /* dest = temp * dest */ \
  43. glm_vec4_mul(temp, dest, dest); \
  44. }
  45. /* glm__noiseDetail_fade_vec3(vec3 t, vec3 dest) */
  46. #define glm__noiseDetail_fade_vec3(t, dest) { \
  47. /* dest = (t * t * t) * (t * (t * 6.0f - 15.0f) + 10.0f) */ \
  48. /* temp = t * t * t */ \
  49. vec3 temp; \
  50. glm_vec3_mul(t, t, temp); \
  51. glm_vec3_mul(temp, t, temp); \
  52. /* dest = (t * (t * 6.0f - 15.0f) + 10.0f) */ \
  53. glm_vec3_scale(t, 6.0f, dest); \
  54. glm_vec3_subs(dest, 15.0f, dest); \
  55. glm_vec3_mul(t, dest, dest); \
  56. glm_vec3_adds(dest, 10.0f, dest); \
  57. /* dest = temp * dest */ \
  58. glm_vec3_mul(temp, dest, dest); \
  59. }
  60. /* glm__noiseDetail_fade_vec2(vec2 t, vec2 dest) */
  61. #define glm__noiseDetail_fade_vec2(t, dest) { \
  62. /* dest = (t * t * t) * (t * (t * 6.0f - 15.0f) + 10.0f) */ \
  63. /* temp = t * t * t */ \
  64. vec2 temp; \
  65. glm_vec2_mul(t, t, temp); \
  66. glm_vec2_mul(temp, t, temp); \
  67. /* dest = (t * (t * 6.0f - 15.0f) + 10.0f) */ \
  68. glm_vec2_scale(t, 6.0f, dest); \
  69. glm_vec2_subs(dest, 15.0f, dest); \
  70. glm_vec2_mul(t, dest, dest); \
  71. glm_vec2_adds(dest, 10.0f, dest); \
  72. /* dest = temp * dest */ \
  73. glm_vec2_mul(temp, dest, dest); \
  74. }
  75. /* glm__noiseDetail_taylorInvSqrt(vec4 x, vec4 dest) */
  76. #define glm__noiseDetail_taylorInvSqrt(x, dest) { \
  77. /* dest = 1.79284291400159f - 0.85373472095314f * x */ \
  78. vec4 temp; \
  79. glm_vec4_scale(x, 0.85373472095314f, temp); /* temp = 0.853...f * x */ \
  80. glm_vec4_fill(dest, 1.79284291400159f); /* dest = 1.792...f */ \
  81. glm_vec4_sub(dest, temp, dest); /* dest = 1.79284291400159f - temp */ \
  82. }
  83. /* norm = taylorInvSqrt(vec4(
  84. * dot(g00__, g00__),
  85. * dot(g01__, g01__),
  86. * dot(g10__, g10__),
  87. * dot(g11__, g11__)
  88. * ));
  89. */
  90. /* glm__noiseDetail_gradNorm_vec4(vec4 g00__, vec4 g01__, vec4 g10__, vec4 g11__) */
  91. #define glm__noiseDetail_gradNorm_vec4(g00__, g01__, g10__, g11__) { \
  92. vec4 norm; \
  93. norm[0] = glm_vec4_dot(g00__, g00__); /* norm.x = dot(g00__, g00__) */ \
  94. norm[1] = glm_vec4_dot(g01__, g01__); /* norm.y = dot(g01__, g01__) */ \
  95. norm[2] = glm_vec4_dot(g10__, g10__); /* norm.z = dot(g10__, g10__) */ \
  96. norm[3] = glm_vec4_dot(g11__, g11__); /* norm.w = dot(g11__, g11__) */ \
  97. glm__noiseDetail_taylorInvSqrt(norm, norm); /* norm = taylorInvSqrt(norm) */ \
  98. \
  99. glm_vec4_scale(g00__, norm[0], g00__); /* g00__ *= norm.x */ \
  100. glm_vec4_scale(g01__, norm[1], g01__); /* g01__ *= norm.y */ \
  101. glm_vec4_scale(g10__, norm[2], g10__); /* g10__ *= norm.z */ \
  102. glm_vec4_scale(g11__, norm[3], g11__); /* g11__ *= norm.w */ \
  103. }
  104. /* glm__noiseDetail_gradNorm_vec3(vec3 g00_, vec3 g01_, vec3 g10_, vec3 g11_) */
  105. #define glm__noiseDetail_gradNorm_vec3(g00_, g01_, g10_, g11_) { \
  106. vec4 norm; \
  107. norm[0] = glm_vec3_dot(g00_, g00_); /* norm.x = dot(g00_, g00_) */ \
  108. norm[1] = glm_vec3_dot(g01_, g01_); /* norm.y = dot(g01_, g01_) */ \
  109. norm[2] = glm_vec3_dot(g10_, g10_); /* norm.z = dot(g10_, g10_) */ \
  110. norm[3] = glm_vec3_dot(g11_, g11_); /* norm.w = dot(g11_, g11_) */ \
  111. glm__noiseDetail_taylorInvSqrt(norm, norm); /* norm = taylorInvSqrt(norm) */ \
  112. \
  113. glm_vec3_scale(g00_, norm[0], g00_); /* g00_ *= norm.x */ \
  114. glm_vec3_scale(g01_, norm[1], g01_); /* g01_ *= norm.y */ \
  115. glm_vec3_scale(g10_, norm[2], g10_); /* g10_ *= norm.z */ \
  116. glm_vec3_scale(g11_, norm[3], g11_); /* g11_ *= norm.w */ \
  117. }
  118. /* glm__noiseDetail_gradNorm_vec2(vec2 g00, vec2 g01, vec2 g10, vec2 g11) */
  119. #define glm__noiseDetail_gradNorm_vec2(g00, g01, g10, g11) { \
  120. vec4 norm; \
  121. norm[0] = glm_vec2_dot(g00, g00); /* norm.x = dot(g00, g00) */ \
  122. norm[1] = glm_vec2_dot(g01, g01); /* norm.y = dot(g01, g01) */ \
  123. norm[2] = glm_vec2_dot(g10, g10); /* norm.z = dot(g10, g10) */ \
  124. norm[3] = glm_vec2_dot(g11, g11); /* norm.w = dot(g11, g11) */ \
  125. glm__noiseDetail_taylorInvSqrt(norm, norm); /* norm = taylorInvSqrt(norm) */ \
  126. \
  127. glm_vec2_scale(g00, norm[0], g00); /* g00 *= norm.x */ \
  128. glm_vec2_scale(g01, norm[1], g01); /* g01 *= norm.y */ \
  129. glm_vec2_scale(g10, norm[2], g10); /* g10 *= norm.z */ \
  130. glm_vec2_scale(g11, norm[3], g11); /* g11 *= norm.w */ \
  131. }
  132. /* glm__noiseDetail_i2gxyzw(vec4 ixy, vec4 gx, vec4 gy, vec4 gz, vec4 gw) */
  133. #define glm__noiseDetail_i2gxyzw(ixy, gx, gy, gz, gw) { \
  134. /* gx = ixy / 7.0 */ \
  135. glm_vec4_divs(ixy, 7.0f, gx); /* gx = ixy / 7.0 */ \
  136. \
  137. /* gy = fract(gx) / 7.0 */ \
  138. glm_vec4_floor(gx, gy); /* gy = floor(gx) */ \
  139. glm_vec4_divs(gy, 7.0f, gy); /* gy /= 7.0 */ \
  140. \
  141. /* gz = floor(gy) / 6.0 */ \
  142. glm_vec4_floor(gy, gz); /* gz = floor(gy) */ \
  143. glm_vec4_divs(gz, 6.0f, gz); /* gz /= 6.0 */ \
  144. \
  145. /* gx = fract(gx) - 0.5f */ \
  146. glm_vec4_fract(gx, gx); /* gx = fract(gx) */ \
  147. glm_vec4_subs(gx, 0.5f, gx); /* gx -= 0.5f */ \
  148. \
  149. /* gy = fract(gy) - 0.5f */ \
  150. glm_vec4_fract(gy, gy); /* gy = fract(gy) */ \
  151. glm_vec4_subs(gy, 0.5f, gy); /* gy -= 0.5f */ \
  152. \
  153. /* gz = fract(gz) - 0.5f */ \
  154. glm_vec4_fract(gz, gz); /* gz = fract(gz) */ \
  155. glm_vec4_subs(gz, 0.5f, gz); /* gz -= 0.5f */ \
  156. \
  157. /* abs(gx), abs(gy), abs(gz) */ \
  158. vec4 gxa, gya, gza; \
  159. glm_vec4_abs(gx, gxa); /* gxa = abs(gx) */ \
  160. glm_vec4_abs(gy, gya); /* gya = abs(gy) */ \
  161. glm_vec4_abs(gz, gza); /* gza = abs(gz) */ \
  162. \
  163. /* gw = 0.75 - abs(gx) - abs(gy) - abs(gz) */ \
  164. glm_vec4_fill(gw, 0.75f); /* gw = 0.75 */ \
  165. glm_vec4_sub(gw, gxa, gw); /* gw -= gxa */ \
  166. glm_vec4_sub(gw, gza, gw); /* gw -= gza */ \
  167. glm_vec4_sub(gw, gya, gw); /* gw -= gya */ \
  168. \
  169. /* sw = step(gw, 0.0); */ \
  170. vec4 sw; \
  171. glm_vec4_stepr(gw, 0.0f, sw); /* sw = step(gw, 0.0) */ \
  172. \
  173. /* gx -= sw * (step(vec4(0), gx) - T(0.5)); */ \
  174. vec4 temp = {0.0f}; /* temp = 0.0 */ \
  175. glm_vec4_step(temp, gx, temp); /* temp = step(temp, gx) */ \
  176. glm_vec4_subs(temp, 0.5f, temp); /* temp -= 0.5 */ \
  177. glm_vec4_mul(sw, temp, temp); /* temp *= sw */ \
  178. glm_vec4_sub(gx, temp, gx); /* gx -= temp */ \
  179. \
  180. /* gy -= sw * (step(vec4(0), gy) - T(0.5)); */ \
  181. glm_vec4_zero(temp); /* reset temp */ \
  182. glm_vec4_step(temp, gy, temp); /* temp = step(temp, gy) */ \
  183. glm_vec4_subs(temp, 0.5f, temp); /* temp -= 0.5 */ \
  184. glm_vec4_mul(sw, temp, temp); /* temp *= sw */ \
  185. glm_vec4_sub(gy, temp, gy); /* gy -= temp */ \
  186. }
  187. /* NOTE: This function is not *quite* analogous to glm__noiseDetail_i2gxyzw
  188. * to try to match the output of glm::perlin. I think it might be a bug in
  189. * in the original implementation, but for now I'm keeping it consistent. -MK
  190. *
  191. * Follow up: The original implementation (glm v 1.0.1) does:
  192. *
  193. * vec<4, T, Q> gx0 = ixy0 * T(1.0 / 7.0);
  194. *
  195. * as opposed to:
  196. *
  197. * vec<4, T, Q> gx0 = ixy0 / T(7);
  198. *
  199. * This ends up mapping to different simd instructions, at least on AMD.
  200. * The delta is tiny but it gets amplified by the rest of the noise function.
  201. * Hence we too need to do `glm_vec4_scale` as opposed to `glm_vec4_divs`, to
  202. * match it. -MK
  203. */
  204. /* glm__noiseDetail_i2gxyz(vec4 i, vec4 gx, vec4 gy, vec4 gz) */
  205. #define glm__noiseDetail_i2gxyz(ixy, gx, gy, gz) { \
  206. /* gx = ixy / 7.0 */ \
  207. glm_vec4_scale(ixy, 1.0f / 7.0f, gx); /* gx = ixy * (1/7.0) */\
  208. \
  209. /* gy = fract(floor(gx0) / 7.0)) - 0.5; */ \
  210. glm_vec4_floor(gx, gy); /* gy = floor(gx) */ \
  211. glm_vec4_scale(gy, 1.0f / 7.0f, gy); /* gy *= 1 / 7.0 */ \
  212. glm_vec4_fract(gy, gy); /* gy = fract(gy) */ \
  213. glm_vec4_subs(gy, 0.5f, gy); /* gy -= 0.5f */ \
  214. \
  215. /* gx = fract(gx); */ \
  216. glm_vec4_fract(gx, gx); /* gx = fract(gx) */ \
  217. \
  218. /* abs(gx), abs(gy) */ \
  219. vec4 gxa, gya; \
  220. glm_vec4_abs(gx, gxa); /* gxa = abs(gx) */ \
  221. glm_vec4_abs(gy, gya); /* gya = abs(gy) */ \
  222. \
  223. /* gz = vec4(0.5) - abs(gx0) - abs(gy0); */ \
  224. glm_vec4_fill(gz, 0.5f); /* gz = 0.5 */ \
  225. glm_vec4_sub(gz, gxa, gz); /* gz -= gxa */ \
  226. glm_vec4_sub(gz, gya, gz); /* gz -= gya */ \
  227. \
  228. /* sz = step(gw, 0.0); */ \
  229. vec4 sz; \
  230. glm_vec4_stepr(gz, 0.0f, sz); /* sz = step(gz, 0.0) */ \
  231. \
  232. /* gx0 -= sz0 * (step(0.0, gx0) - T(0.5)); */ \
  233. vec4 temp = {0.0f}; /* temp = 0.0 */ \
  234. glm_vec4_step(temp, gx, temp); /* temp = step(temp, gx) */ \
  235. glm_vec4_subs(temp, 0.5f, temp); /* temp -= 0.5 */ \
  236. glm_vec4_mul(sz, temp, temp); /* temp *= sz */ \
  237. glm_vec4_sub(gx, temp, gx); /* gx -= temp */ \
  238. \
  239. /* gy0 -= sz0 * (step(0.0, gy0) - T(0.5)); */ \
  240. glm_vec4_zero(temp); /* reset temp */ \
  241. glm_vec4_step(temp, gy, temp); /* temp = step(temp, gy) */ \
  242. glm_vec4_subs(temp, 0.5f, temp); /* temp -= 0.5 */ \
  243. glm_vec4_mul(sz, temp, temp); /* temp *= sz */ \
  244. glm_vec4_sub(gy, temp, gy); /* gy -= temp */ \
  245. }
  246. /* glm__noiseDetail_i2gxy(vec4 i, vec4 gx, vec4 gy) */
  247. #define glm__noiseDetail_i2gxy(i, gx, gy) { \
  248. /* gx = 2.0 * fract(i / 41.0) - 1.0; */ \
  249. glm_vec4_divs(i, 41.0f, gx); /* gx = i / 41.0 */ \
  250. glm_vec4_fract(gx, gx); /* gx = fract(gx) */ \
  251. glm_vec4_scale(gx, 2.0f, gx); /* gx *= 2.0 */ \
  252. glm_vec4_subs(gx, 1.0f, gx); /* gx -= 1.0 */ \
  253. \
  254. /* gy = abs(gx) - 0.5; */ \
  255. glm_vec4_abs(gx, gy); /* gy = abs(gx) */ \
  256. glm_vec4_subs(gy, 0.5f, gy); /* gy -= 0.5 */ \
  257. \
  258. /* tx = floor(gx + 0.5); */ \
  259. vec4 tx; \
  260. glm_vec4_adds(gx, 0.5f, tx); /* tx = gx + 0.5 */ \
  261. glm_vec4_floor(tx, tx); /* tx = floor(tx) */ \
  262. \
  263. /* gx = gx - tx; */ \
  264. glm_vec4_sub(gx, tx, gx); /* gx -= tx */ \
  265. }
  266. /* ============================================================================
  267. * Classic perlin noise
  268. * ============================================================================
  269. */
  270. /*!
  271. * @brief Classic perlin noise
  272. *
  273. * @param[in] point 4D vector
  274. * @returns perlin noise value
  275. */
  276. CGLM_INLINE
  277. float
  278. glm_perlin_vec4(vec4 point) {
  279. /* Integer part of p for indexing */
  280. vec4 Pi0;
  281. glm_vec4_floor(point, Pi0); /* Pi0 = floor(point); */
  282. /* Integer part + 1 */
  283. vec4 Pi1;
  284. glm_vec4_adds(Pi0, 1.0f, Pi1); /* Pi1 = Pi0 + 1.0f; */
  285. glm_vec4_mods(Pi0, 289.0f, Pi0); /* Pi0 = mod(Pi0, 289.0f); */
  286. glm_vec4_mods(Pi1, 289.0f, Pi1); /* Pi1 = mod(Pi1, 289.0f); */
  287. /* Fractional part of p for interpolation */
  288. vec4 Pf0;
  289. glm_vec4_fract(point, Pf0);
  290. /* Fractional part - 1.0 */
  291. vec4 Pf1;
  292. glm_vec4_subs(Pf0, 1.0f, Pf1);
  293. vec4 ix = {Pi0[0], Pi1[0], Pi0[0], Pi1[0]};
  294. vec4 iy = {Pi0[1], Pi0[1], Pi1[1], Pi1[1]};
  295. vec4 iz0 = {Pi0[2], Pi0[2], Pi0[2], Pi0[2]}; /* iz0 = vec4(Pi0.z); */
  296. vec4 iz1 = {Pi1[2], Pi1[2], Pi1[2], Pi1[2]}; /* iz1 = vec4(Pi1.z); */
  297. vec4 iw0 = {Pi0[3], Pi0[3], Pi0[3], Pi0[3]}; /* iw0 = vec4(Pi0.w); */
  298. vec4 iw1 = {Pi1[3], Pi1[3], Pi1[3], Pi1[3]}; /* iw1 = vec4(Pi1.w); */
  299. /* ------------ */
  300. /* ixy = permute(permute(ix) + iy) */
  301. vec4 ixy;
  302. glm__noiseDetail_permute(ix, ixy); /* ixy = permute(ix) */
  303. glm_vec4_add(ixy, iy, ixy); /* ixy += iy; */
  304. glm__noiseDetail_permute(ixy, ixy); /* ixy = permute(ixy) */
  305. /* ixy0 = permute(ixy + iz0) */
  306. vec4 ixy0;
  307. glm_vec4_add(ixy, iz0, ixy0); /* ixy0 = ixy + iz0 */
  308. glm__noiseDetail_permute(ixy0, ixy0); /* ixy0 = permute(ixy0) */
  309. /* ixy1 = permute(ixy + iz1) */
  310. vec4 ixy1;
  311. glm_vec4_add(ixy, iz1, ixy1); /* ixy1 = ixy, iz1 */
  312. glm__noiseDetail_permute(ixy1, ixy1); /* ixy1 = permute(ixy1) */
  313. /* ixy00 = permute(ixy0 + iw0) */
  314. vec4 ixy00;
  315. glm_vec4_add(ixy0, iw0, ixy00); /* ixy00 = ixy0 + iw0 */
  316. glm__noiseDetail_permute(ixy00, ixy00); /* ixy00 = permute(ixy00) */
  317. /* ixy01 = permute(ixy0 + iw1) */
  318. vec4 ixy01;
  319. glm_vec4_add(ixy0, iw1, ixy01); /* ixy01 = ixy0 + iw1 */
  320. glm__noiseDetail_permute(ixy01, ixy01); /* ixy01 = permute(ixy01) */
  321. /* ixy10 = permute(ixy1 + iw0) */
  322. vec4 ixy10;
  323. glm_vec4_add(ixy1, iw0, ixy10); /* ixy10 = ixy1 + iw0 */
  324. glm__noiseDetail_permute(ixy10, ixy10); /* ixy10 = permute(ixy10) */
  325. /* ixy11 = permute(ixy1 + iw1) */
  326. vec4 ixy11;
  327. glm_vec4_add(ixy1, iw1, ixy11); /* ixy11 = ixy1 + iw1 */
  328. glm__noiseDetail_permute(ixy11, ixy11); /* ixy11 = permute(ixy11) */
  329. /* ------------ */
  330. vec4 gx00, gy00, gz00, gw00;
  331. glm__noiseDetail_i2gxyzw(ixy00, gx00, gy00, gz00, gw00);
  332. vec4 gx01, gy01, gz01, gw01;
  333. glm__noiseDetail_i2gxyzw(ixy01, gx01, gy01, gz01, gw01);
  334. vec4 gx10, gy10, gz10, gw10;
  335. glm__noiseDetail_i2gxyzw(ixy10, gx10, gy10, gz10, gw10);
  336. vec4 gx11, gy11, gz11, gw11;
  337. glm__noiseDetail_i2gxyzw(ixy11, gx11, gy11, gz11, gw11);
  338. /* ------------ */
  339. vec4 g0000 = {gx00[0], gy00[0], gz00[0], gw00[0]}; /* g0000 = vec4(gx00.x, gy00.x, gz00.x, gw00.x); */
  340. vec4 g0100 = {gx00[2], gy00[2], gz00[2], gw00[2]}; /* g0100 = vec4(gx00.z, gy00.z, gz00.z, gw00.z); */
  341. vec4 g1000 = {gx00[1], gy00[1], gz00[1], gw00[1]}; /* g1000 = vec4(gx00.y, gy00.y, gz00.y, gw00.y); */
  342. vec4 g1100 = {gx00[3], gy00[3], gz00[3], gw00[3]}; /* g1100 = vec4(gx00.w, gy00.w, gz00.w, gw00.w); */
  343. vec4 g0001 = {gx01[0], gy01[0], gz01[0], gw01[0]}; /* g0001 = vec4(gx01.x, gy01.x, gz01.x, gw01.x); */
  344. vec4 g0101 = {gx01[2], gy01[2], gz01[2], gw01[2]}; /* g0101 = vec4(gx01.z, gy01.z, gz01.z, gw01.z); */
  345. vec4 g1001 = {gx01[1], gy01[1], gz01[1], gw01[1]}; /* g1001 = vec4(gx01.y, gy01.y, gz01.y, gw01.y); */
  346. vec4 g1101 = {gx01[3], gy01[3], gz01[3], gw01[3]}; /* g1101 = vec4(gx01.w, gy01.w, gz01.w, gw01.w); */
  347. vec4 g0010 = {gx10[0], gy10[0], gz10[0], gw10[0]}; /* g0010 = vec4(gx10.x, gy10.x, gz10.x, gw10.x); */
  348. vec4 g0110 = {gx10[2], gy10[2], gz10[2], gw10[2]}; /* g0110 = vec4(gx10.z, gy10.z, gz10.z, gw10.z); */
  349. vec4 g1010 = {gx10[1], gy10[1], gz10[1], gw10[1]}; /* g1010 = vec4(gx10.y, gy10.y, gz10.y, gw10.y); */
  350. vec4 g1110 = {gx10[3], gy10[3], gz10[3], gw10[3]}; /* g1110 = vec4(gx10.w, gy10.w, gz10.w, gw10.w); */
  351. vec4 g0011 = {gx11[0], gy11[0], gz11[0], gw11[0]}; /* g0011 = vec4(gx11.x, gy11.x, gz11.x, gw11.x); */
  352. vec4 g0111 = {gx11[2], gy11[2], gz11[2], gw11[2]}; /* g0111 = vec4(gx11.z, gy11.z, gz11.z, gw11.z); */
  353. vec4 g1011 = {gx11[1], gy11[1], gz11[1], gw11[1]}; /* g1011 = vec4(gx11.y, gy11.y, gz11.y, gw11.y); */
  354. vec4 g1111 = {gx11[3], gy11[3], gz11[3], gw11[3]}; /* g1111 = vec4(gx11.w, gy11.w, gz11.w, gw11.w); */
  355. glm__noiseDetail_gradNorm_vec4(g0000, g0100, g1000, g1100);
  356. glm__noiseDetail_gradNorm_vec4(g0001, g0101, g1001, g1101);
  357. glm__noiseDetail_gradNorm_vec4(g0010, g0110, g1010, g1110);
  358. glm__noiseDetail_gradNorm_vec4(g0011, g0111, g1011, g1111);
  359. /* ------------ */
  360. float n0000 = glm_vec4_dot(g0000, Pf0); /* n0000 = dot(g0000, Pf0) */
  361. /* n1000 = dot(g1000, vec4(Pf1.x, Pf0.y, Pf0.z, Pf0.w)) */
  362. vec4 n1000d = {Pf1[0], Pf0[1], Pf0[2], Pf0[3]};
  363. float n1000 = glm_vec4_dot(g1000, n1000d);
  364. /* n0100 = dot(g0100, vec4(Pf0.x, Pf1.y, Pf0.z, Pf0.w)) */
  365. vec4 n0100d = {Pf0[0], Pf1[1], Pf0[2], Pf0[3]};
  366. float n0100 = glm_vec4_dot(g0100, n0100d);
  367. /* n1100 = dot(g1100, vec4(Pf1.x, Pf1.y, Pf0.z, Pf0.w)) */
  368. vec4 n1100d = {Pf1[0], Pf1[1], Pf0[2], Pf0[3]};
  369. float n1100 = glm_vec4_dot(g1100, n1100d);
  370. /* n0010 = dot(g0010, vec4(Pf0.x, Pf0.y, Pf1.z, Pf0.w)) */
  371. vec4 n0010d = {Pf0[0], Pf0[1], Pf1[2], Pf0[3]};
  372. float n0010 = glm_vec4_dot(g0010, n0010d);
  373. /* n1010 = dot(g1010, vec4(Pf1.x, Pf0.y, Pf1.z, Pf0.w)) */
  374. vec4 n1010d = {Pf1[0], Pf0[1], Pf1[2], Pf0[3]};
  375. float n1010 = glm_vec4_dot(g1010, n1010d);
  376. /* n0110 = dot(g0110, vec4(Pf0.x, Pf1.y, Pf1.z, Pf0.w)) */
  377. vec4 n0110d = {Pf0[0], Pf1[1], Pf1[2], Pf0[3]};
  378. float n0110 = glm_vec4_dot(g0110, n0110d);
  379. /* n1110 = dot(g1110, vec4(Pf1.x, Pf1.y, Pf1.z, Pf0.w)) */
  380. vec4 n1110d = {Pf1[0], Pf1[1], Pf1[2], Pf0[3]};
  381. float n1110 = glm_vec4_dot(g1110, n1110d);
  382. /* n0001 = dot(g0001, vec4(Pf0.x, Pf0.y, Pf0.z, Pf1.w)) */
  383. vec4 n0001d = {Pf0[0], Pf0[1], Pf0[2], Pf1[3]};
  384. float n0001 = glm_vec4_dot(g0001, n0001d);
  385. /* n1001 = dot(g1001, vec4(Pf1.x, Pf0.y, Pf0.z, Pf1.w)) */
  386. vec4 n1001d = {Pf1[0], Pf0[1], Pf0[2], Pf1[3]};
  387. float n1001 = glm_vec4_dot(g1001, n1001d);
  388. /* n0101 = dot(g0101, vec4(Pf0.x, Pf1.y, Pf0.z, Pf1.w)) */
  389. vec4 n0101d = {Pf0[0], Pf1[1], Pf0[2], Pf1[3]};
  390. float n0101 = glm_vec4_dot(g0101, n0101d);
  391. /* n1101 = dot(g1101, vec4(Pf1.x, Pf1.y, Pf0.z, Pf1.w)) */
  392. vec4 n1101d = {Pf1[0], Pf1[1], Pf0[2], Pf1[3]};
  393. float n1101 = glm_vec4_dot(g1101, n1101d);
  394. /* n0011 = dot(g0011, vec4(Pf0.x, Pf0.y, Pf1.z, Pf1.w)) */
  395. vec4 n0011d = {Pf0[0], Pf0[1], Pf1[2], Pf1[3]};
  396. float n0011 = glm_vec4_dot(g0011, n0011d);
  397. /* n1011 = dot(g1011, vec4(Pf1.x, Pf0.y, Pf1.z, Pf1.w)) */
  398. vec4 n1011d = {Pf1[0], Pf0[1], Pf1[2], Pf1[3]};
  399. float n1011 = glm_vec4_dot(g1011, n1011d);
  400. /* n0111 = dot(g0111, vec4(Pf0.x, Pf1.y, Pf1.z, Pf1.w)) */
  401. vec4 n0111d = {Pf0[0], Pf1[1], Pf1[2], Pf1[3]};
  402. float n0111 = glm_vec4_dot(g0111, n0111d);
  403. float n1111 = glm_vec4_dot(g1111, Pf1); /* n1111 = dot(g1111, Pf1) */
  404. /* ------------ */
  405. vec4 fade_xyzw;
  406. glm__noiseDetail_fade_vec4(Pf0, fade_xyzw); /* fade_xyzw = fade(Pf0) */
  407. /* n_0w = lerp(vec4(n0000, n1000, n0100, n1100), vec4(n0001, n1001, n0101, n1101), fade_xyzw.w) */
  408. vec4 n_0w1 = {n0000, n1000, n0100, n1100};
  409. vec4 n_0w2 = {n0001, n1001, n0101, n1101};
  410. vec4 n_0w;
  411. glm_vec4_lerp(n_0w1, n_0w2, fade_xyzw[3], n_0w);
  412. /* n_1w = lerp(vec4(n0010, n1010, n0110, n1110), vec4(n0011, n1011, n0111, n1111), fade_xyzw.w) */
  413. vec4 n_1w1 = {n0010, n1010, n0110, n1110};
  414. vec4 n_1w2 = {n0011, n1011, n0111, n1111};
  415. vec4 n_1w;
  416. glm_vec4_lerp(n_1w1, n_1w2, fade_xyzw[3], n_1w);
  417. /* n_zw = lerp(n_0w, n_1w, fade_xyzw.z) */
  418. vec4 n_zw;
  419. glm_vec4_lerp(n_0w, n_1w, fade_xyzw[2], n_zw);
  420. /* n_yzw = lerp(vec2(n_zw.x, n_zw.y), vec2(n_zw.z, n_zw.w), fade_xyzw.y) */
  421. vec2 n_yzw;
  422. vec2 n_yzw1 = {n_zw[0], n_zw[1]};
  423. vec2 n_yzw2 = {n_zw[2], n_zw[3]};
  424. glm_vec2_lerp(n_yzw1, n_yzw2, fade_xyzw[1], n_yzw);
  425. /* n_xyzw = lerp(n_yzw.x, n_yzw.y, fade_xyzw.x) */
  426. float n_xyzw = glm_lerp(n_yzw[0], n_yzw[1], fade_xyzw[0]);
  427. return n_xyzw * 2.2f;
  428. }
  429. /*!
  430. * @brief Classic perlin noise
  431. *
  432. * @param[in] point 3D vector
  433. * @returns perlin noise value
  434. */
  435. CGLM_INLINE
  436. float
  437. glm_perlin_vec3(vec3 point) {
  438. /* Integer part of p for indexing */
  439. vec3 Pi0;
  440. glm_vec3_floor(point, Pi0); /* Pi0 = floor(point); */
  441. /* Integer part + 1 */
  442. vec3 Pi1;
  443. glm_vec3_adds(Pi0, 1.0f, Pi1); /* Pi1 = Pi0 + 1.0f; */
  444. glm_vec3_mods(Pi0, 289.0f, Pi0); /* Pi0 = mod(Pi0, 289.0f); */
  445. glm_vec3_mods(Pi1, 289.0f, Pi1); /* Pi1 = mod(Pi1, 289.0f); */
  446. /* Fractional part of p for interpolation */
  447. vec3 Pf0;
  448. glm_vec3_fract(point, Pf0);
  449. /* Fractional part - 1.0 */
  450. vec3 Pf1;
  451. glm_vec3_subs(Pf0, 1.0f, Pf1);
  452. vec4 ix = {Pi0[0], Pi1[0], Pi0[0], Pi1[0]};
  453. vec4 iy = {Pi0[1], Pi0[1], Pi1[1], Pi1[1]};
  454. vec4 iz0 = {Pi0[2], Pi0[2], Pi0[2], Pi0[2]}; /* iz0 = vec4(Pi0.z); */
  455. vec4 iz1 = {Pi1[2], Pi1[2], Pi1[2], Pi1[2]}; /* iz1 = vec4(Pi1.z); */
  456. /* ------------ */
  457. /* ixy = permute(permute(ix) + iy) */
  458. vec4 ixy;
  459. glm__noiseDetail_permute(ix, ixy); /* ixy = permute(ix) */
  460. glm_vec4_add(ixy, iy, ixy); /* ixy += iy; */
  461. glm__noiseDetail_permute(ixy, ixy); /* ixy = permute(ixy) */
  462. /* ixy0 = permute(ixy + iz0) */
  463. vec4 ixy0;
  464. glm_vec4_add(ixy, iz0, ixy0); /* ixy0 = ixy + iz0 */
  465. glm__noiseDetail_permute(ixy0, ixy0); /* ixy0 = permute(ixy0) */
  466. /* ixy1 = permute(ixy + iz1) */
  467. vec4 ixy1;
  468. glm_vec4_add(ixy, iz1, ixy1); /* ixy1 = ixy, iz1 */
  469. glm__noiseDetail_permute(ixy1, ixy1); /* ixy1 = permute(ixy1) */
  470. /* ------------ */
  471. vec4 gx0, gy0, gz0;
  472. glm__noiseDetail_i2gxyz(ixy0, gx0, gy0, gz0);
  473. vec4 gx1, gy1, gz1;
  474. glm__noiseDetail_i2gxyz(ixy1, gx1, gy1, gz1);
  475. /* ------------ */
  476. vec3 g000 = {gx0[0], gy0[0], gz0[0]}; /* g000 = vec3(gx0.x, gy0.x, gz0.x); */
  477. vec3 g100 = {gx0[1], gy0[1], gz0[1]}; /* g100 = vec3(gx0.y, gy0.y, gz0.y); */
  478. vec3 g010 = {gx0[2], gy0[2], gz0[2]}; /* g010 = vec3(gx0.z, gy0.z, gz0.z); */
  479. vec3 g110 = {gx0[3], gy0[3], gz0[3]}; /* g110 = vec3(gx0.w, gy0.w, gz0.w); */
  480. vec3 g001 = {gx1[0], gy1[0], gz1[0]}; /* g001 = vec3(gx1.x, gy1.x, gz1.x); */
  481. vec3 g101 = {gx1[1], gy1[1], gz1[1]}; /* g101 = vec3(gx1.y, gy1.y, gz1.y); */
  482. vec3 g011 = {gx1[2], gy1[2], gz1[2]}; /* g011 = vec3(gx1.z, gy1.z, gz1.z); */
  483. vec3 g111 = {gx1[3], gy1[3], gz1[3]}; /* g111 = vec3(gx1.w, gy1.w, gz1.w); */
  484. glm__noiseDetail_gradNorm_vec3(g000, g010, g100, g110);
  485. glm__noiseDetail_gradNorm_vec3(g001, g011, g101, g111);
  486. /* ------------ */
  487. float n000 = glm_vec3_dot(g000, Pf0); /* n000 = dot(g000, Pf0) */
  488. /* n100 = dot(g100, vec3(Pf1.x, Pf0.y, Pf0.z)) */
  489. vec3 n100d = {Pf1[0], Pf0[1], Pf0[2]};
  490. float n100 = glm_vec3_dot(g100, n100d);
  491. /* n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z)) */
  492. vec3 n010d = {Pf0[0], Pf1[1], Pf0[2]};
  493. float n010 = glm_vec3_dot(g010, n010d);
  494. /* n110 = dot(g110, vec3(Pf1.x, Pf1.y, Pf0.z)) */
  495. vec3 n110d = {Pf1[0], Pf1[1], Pf0[2]};
  496. float n110 = glm_vec3_dot(g110, n110d);
  497. /* n001 = dot(g001, vec3(Pf0.x, Pf0.y, Pf1.z)) */
  498. vec3 n001d = {Pf0[0], Pf0[1], Pf1[2]};
  499. float n001 = glm_vec3_dot(g001, n001d);
  500. /* n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z)) */
  501. vec3 n101d = {Pf1[0], Pf0[1], Pf1[2]};
  502. float n101 = glm_vec3_dot(g101, n101d);
  503. /* n011 = dot(g011, vec3(Pf0.x, Pf1.y, Pf1.z)) */
  504. vec3 n011d = {Pf0[0], Pf1[1], Pf1[2]};
  505. float n011 = glm_vec3_dot(g011, n011d);
  506. float n111 = glm_vec3_dot(g111, Pf1); /* n111 = dot(g111, Pf1) */
  507. /* ------------ */
  508. vec3 fade_xyz;
  509. glm__noiseDetail_fade_vec3(Pf0, fade_xyz); /* fade_xyz = fade(Pf0) */
  510. /* n_z = lerp(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z); */
  511. vec4 n_z;
  512. vec4 n_z1 = {n000, n100, n010, n110};
  513. vec4 n_z2 = {n001, n101, n011, n111};
  514. glm_vec4_lerp(n_z1, n_z2, fade_xyz[2], n_z);
  515. /* vec2 n_yz = lerp(vec2(n_z.x, n_z.y), vec2(n_z.z, n_z.w), fade_xyz.y); */
  516. vec2 n_yz;
  517. vec2 n_yz1 = {n_z[0], n_z[1]};
  518. vec2 n_yz2 = {n_z[2], n_z[3]};
  519. glm_vec2_lerp(n_yz1, n_yz2, fade_xyz[1], n_yz);
  520. /* n_xyz = lerp(n_yz.x, n_yz.y, fade_xyz.x); */
  521. float n_xyz = glm_lerp(n_yz[0], n_yz[1], fade_xyz[0]);
  522. return n_xyz * 2.2f;
  523. }
  524. /*!
  525. * @brief Classic perlin noise
  526. *
  527. * @param[in] point 2D vector
  528. * @returns perlin noise value
  529. */
  530. CGLM_INLINE
  531. float
  532. glm_perlin_vec2(vec2 point) {
  533. /* Integer part of p for indexing */
  534. /* Pi = floor(vec4(point.x, point.y, point.x, point.y)) + vec4(0.0, 0.0, 1.0, 1.0); */
  535. vec4 Pi = {point[0], point[1], point[0], point[1]}; /* Pi = vec4(point.x, point.y, point.x, point.y) */
  536. glm_vec4_floor(Pi, Pi); /* Pi = floor(Pi) */
  537. Pi[2] += 1.0f; /* Pi.z += 1.0 */
  538. Pi[3] += 1.0f; /* Pi.w += 1.0 */
  539. /* Fractional part of p for interpolation */
  540. /* vec<4, T, Q> Pf = glm::fract(vec<4, T, Q>(Position.x, Position.y, Position.x, Position.y)) - vec<4, T, Q>(0.0, 0.0, 1.0, 1.0); */
  541. vec4 Pf = {point[0], point[1], point[0], point[1]}; /* Pf = vec4(point.x, point.y, point.x, point.y) */
  542. glm_vec4_fract(Pf, Pf); /* Pf = fract(Pf) */
  543. Pf[2] -= 1.0f; /* Pf.z -= 1.0 */
  544. Pf[3] -= 1.0f; /* Pf.w -= 1.0 */
  545. /* Mod to avoid truncation effects in permutation */
  546. glm_vec4_mods(Pi, 289.0f, Pi); /* Pi = mod(Pi, 289.0f); */
  547. vec4 ix = {Pi[0], Pi[2], Pi[0], Pi[2]}; /* ix = vec4(Pi.x, Pi.z, Pi.x, Pi.z) */
  548. vec4 iy = {Pi[1], Pi[1], Pi[3], Pi[3]}; /* iy = vec4(Pi.y, Pi.y, Pi.w, Pi.w) */
  549. vec4 fx = {Pf[0], Pf[2], Pf[0], Pf[2]}; /* fx = vec4(Pf.x, Pf.z, Pf.x, Pf.z) */
  550. vec4 fy = {Pf[1], Pf[1], Pf[3], Pf[3]}; /* fy = vec4(Pf.y, Pf.y, Pf.w, Pf.w) */
  551. /* ------------ */
  552. /* i = permute(permute(ix) + iy); */
  553. vec4 i;
  554. glm__noiseDetail_permute(ix, i); /* i = permute(ix) */
  555. glm_vec4_add(i, iy, i); /* i += iy; */
  556. glm__noiseDetail_permute(i, i); /* i = permute(i) */
  557. /* ------------ */
  558. vec4 gx, gy;
  559. glm__noiseDetail_i2gxy(i, gx, gy);
  560. /* ------------ */
  561. vec2 g00 = {gx[0], gy[0]}; /* g00 = vec2(gx.x, gy.x) */
  562. vec2 g10 = {gx[1], gy[1]}; /* g10 = vec2(gx.y, gy.y) */
  563. vec2 g01 = {gx[2], gy[2]}; /* g01 = vec2(gx.z, gy.z) */
  564. vec2 g11 = {gx[3], gy[3]}; /* g11 = vec2(gx.w, gy.w) */
  565. glm__noiseDetail_gradNorm_vec2(g00, g01, g10, g11);
  566. /* ------------ */
  567. /* n00 = dot(g00, vec2(fx.x, fy.x)) */
  568. vec2 n00d = {fx[0], fy[0]}; /* n00d = vec2(fx.x, fy.x) */
  569. float n00 = glm_vec2_dot(g00, n00d); /* n00 = dot(g00, n00d) */
  570. /* n10 = dot(g10, vec2(fx.y, fy.y)) */
  571. vec2 n10d = {fx[1], fy[1]}; /* n10d = vec2(fx.y, fy.y) */
  572. float n10 = glm_vec2_dot(g10, n10d); /* n10 = dot(g10, n10d) */
  573. /* n01 = dot(g01, vec2(fx.z, fy.z)) */
  574. vec2 n01d = {fx[2], fy[2]}; /* n01d = vec2(fx.z, fy.z) */
  575. float n01 = glm_vec2_dot(g01, n01d); /* n01 = dot(g01, n01d) */
  576. /* n11 = dot(g11, vec2(fx.w, fy.w)) */
  577. vec2 n11d = {fx[3], fy[3]}; /* n11d = vec2(fx.w, fy.w) */
  578. float n11 = glm_vec2_dot(g11, n11d); /* n11 = dot(g11, n11d) */
  579. /* ------------ */
  580. /* fade_xyz = fade(vec2(Pf.x, Pf.y)) */
  581. vec2 fade_xy;
  582. vec2 temp2 = {Pf[0], Pf[1]}; /* temp = vec2(Pf.x, Pf.y) */
  583. glm__noiseDetail_fade_vec2(temp2, fade_xy); /* fade_xy = fade(temp) */
  584. /* n_x = lerp(vec2(n00, n01), vec2(n10, n11), fade_xy.x); */
  585. vec2 n_x;
  586. vec2 n_x1 = {n00, n01}; /* n_x1 = vec2(n00, n01) */
  587. vec2 n_x2 = {n10, n11}; /* n_x2 = vec2(n10, n11) */
  588. glm_vec2_lerp(n_x1, n_x2, fade_xy[0], n_x); /* n_x = lerp(n_x1, n_x2, fade_xy.x) */
  589. /* T n_xy = mix(n_x.x, n_x.y, fade_xy.y); */
  590. /* n_xy = lerp(n_x.x, n_x.y, fade_xy.y); */
  591. float n_xy = glm_lerp(n_x[0], n_x[1], fade_xy[1]);
  592. return n_xy * 2.3f;
  593. }
  594. /* Undefine all helper macros */
  595. #undef glm__noiseDetail_mod289
  596. #undef glm__noiseDetail_permute
  597. #undef glm__noiseDetail_fade_vec4
  598. #undef glm__noiseDetail_fade_vec3
  599. #undef glm__noiseDetail_fade_vec2
  600. #undef glm__noiseDetail_taylorInvSqrt
  601. #undef glm__noiseDetail_gradNorm_vec4
  602. #undef glm__noiseDetail_gradNorm_vec3
  603. #undef glm__noiseDetail_gradNorm_vec2
  604. #undef glm__noiseDetail_i2gxyzw
  605. #undef glm__noiseDetail_i2gxyz
  606. #undef glm__noiseDetail_i2gxy
  607. #endif /* cglm_noise_h */